I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...

I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players.
I want to implement it so that player will be able to dodge his ship ...

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that.
The game is tile based, you can only move in 4 directions, and every ...

I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...

How do you pros out there implement footstep sounds in so that they're synced with character animation?
I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...

Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3.
I have an authorative server.
The server sends snapshots to clients.
Snapshots contain a ...

I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to ...

Our game uses Google Play Services for authentication, multiplayer and cloud saves. We save the users inventory as a cloud save, and as the player partakes in multiplayer matches they might use items ...

I am working on a network game project in python which we want to keep synchronized. I would assume we should use Network Time Protocol to cater for different levels of lag.
That being the case, is ...

Building a multi player asteroids game where ships compete with each other. Using UDP.
Wanted to minimize traffic sent to server. Which would you do:
Send periodic keyboard state samples every from ...

Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...

What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network?
For example, let's say it's tick 1000 and player 1 sends a ...

I know that synchronization is a huge topic, so I have minimized the problem to this example case.
Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...

I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...

I have an XNA game using a basic lockstep update loop.
The client sends all commands to the server,
and updates only if it has received the next turn's commands from the server.
When does a turn end? ...

I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...

I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...

In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...

In many free-to-play games, play will be rate limited in some manner by a resource that you naturally earn on a timed interval, but can opt to increase artificially through buy-ins.
A current example ...

Suppose in a multiplayer first person shooter game that a player loses their connection. On reconnect they need to synchronize with the current game state. But while they are getting a snapshot of the ...

After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, ...

I'm implementing an inventory system with items in 1x1 slots in a open-world multiplayer game. But I can't decide how I want to synchronize the item management with the server. I see two options here.
...

I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system.
What I really want:When I press Space bar, the character should ...

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...

I'm working on a multiplayer game and it's currently set up like this. It accepts packets from the client on the fly and does whatever processing it needs to. There is also a main game tick which is ...

In case an RTS game allows the clients to perform some calculations such as path-finding after the player clicks the map for a destination, and taking into account the game should be synchronised for ...